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Furniture Limit increase

Lazarus_Rising
Lazarus_Rising
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I made a post for this one year ago when i made the decision to buy myself wraithhome and go a bit into housing. Since then the limit has still not increased and for wraithome it is not enough at all and probably for another houses. This should have happened earlier. Your stream statement about not to much items so everyone can enjoy it doesnt count at all since dungeons have also way more items than you can place into houses. I hope you don't go the way to make us buy it later for crowns. So please increase the limit finally...
also known as Overlich.
  • Lintashi
    Lintashi
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    There was an update on this several months ago. Verdict: there will be no increase in predictable future. Reason for this is console and low end pc capabilities to show many animated and lightning objects at once. They just placed bar very low, to avoid crashes that were reported at the moment of pts for housing release.
  • VaranisArano
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    As Lintashi says, ZOS posted an update in February of this year with their reasoning for not increasing the furnishing limit.

    Statement: https://forums.elderscrollsonline.com/en/discussion/512076/february-2020-furnishing-limit-status-update

    Now, you can say these reasons "don't count" if you want to, but that really won't matter as long as ZOS treats them as valid reasons.
  • XxCaLxX
    XxCaLxX
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    Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.
  • Taleof2Cities
    Taleof2Cities
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    XxCaLxX wrote: »
    Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.

    The best solution is to just get another house to use as your personal home, @XxCaLxX.

    Leave the guild hall as your primary so guildies can still access it.
  • XxCaLxX
    XxCaLxX
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    XxCaLxX wrote: »
    Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.

    The best solution is to just get another house to use as your personal home, @XxCaLxX.

    Leave the guild hall as your primary so guildies can still access it.

    I don't really want a personal home. Personally I don't see the point in furnishing a house that has no use. Ppl like it and that's fine but the point I was meaning to make is 95% of houses aren't laid out so that can be used as a guild hall. If you want it to look right and organized it needs modification. That along with tables consumes item limit. Cold harbor is a great layout for a guild hall but it gets old. I think they need more like it with different themes.
  • Taleof2Cities
    Taleof2Cities
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    I know you won’t like to hear it, @XxCaLxX, but the actual name of the of the base game feature is “housing” ... not “guild halls”.

    So, you’re not the target player of this feature.

    That said there are plenty of larger homes in the game that can accommodate 5-piece crafting tables. One of my trading guilds uses Moon-Sugar Meadow ... so you might want to check out the layout.
  • Chaos2088
    Chaos2088
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    The item limit for the big homes do need to be increased.
    @Chaos2088 PC EU Server | AD-PvP
  • Taleof2Cities
    Taleof2Cities
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    Chaos2088 wrote: »
    The item limit for the big homes do need to be increased.

    Here’s the official thread from ZOS, @Chaos2088, on why they’re not doing a limit increase:

    https://forums.elderscrollsonline.com/en/discussion/512076/february-2020-furnishing-limit-status-update#latest
  • Artim_X
    Artim_X
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    I would love for the limit to be doubled. That alone would help greatly. However, as others have mentioned ZOS has given their current stance on it, so until they change how housing items work or update things on their end there probably won't be an increase in the cap.

    You mention dungeon items. However, it should be noted that what you're seeing are assets that may not necessarily be treated as a individual item. For instance, everything on a table in a dungeon might actually be coded as one item or perhaps even as part of the terrain itself. When dueling someone in a house it is quite possible to end up under a nearby furnishing item and if you're on an artificial floor that is significantly above a real floor then your aoe abilities will not work on the artificial floor (blockade goes through the floor while something like lightning flood will treat it as an invalid location and not activate). What I'm trying to say is there is a reason why you can't interact with the world like you can in the single player games cause what you're seeing is just part of the world and not an individual item that can be interacted with. So it is not really a good example for increasing the furnishing cap.

    There is a reason why a lot of things in the world, even in vanilla content have yet to become available as a furnishing, since ZOS has yet to turn those assets into a placeable/potentially intractable item.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • JoeCapricorn
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    At some point, however, there will be so many craftable sets that not even a 700 slot house would be able to contain all of the attunable crafting stations.

    That figure stands at 59 sets right now. We would have to have 175 to hit the 700 slot limit.

    It will take about 19 years assuming we get six new craftable sets per year on average (with the Chapter and DLC)

    By then we'll have desktop calculators capable of running Crysis in 4K

    :|
    I simp for vampire lords and Glemyos Wildhorn
  • Sylvermynx
    Sylvermynx
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    At some point, however, there will be so many craftable sets that not even a 700 slot house would be able to contain all of the attunable crafting stations.

    That figure stands at 59 sets right now. We would have to have 175 to hit the 700 slot limit.

    It will take about 19 years assuming we get six new craftable sets per year on average (with the Chapter and DLC)

    By then we'll have desktop calculators capable of running Crysis in 4K

    :|

    Agreed!
  • Chaos2088
    Chaos2088
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    Chaos2088 wrote: »
    The item limit for the big homes do need to be increased.

    Here’s the official thread from ZOS, @Chaos2088, on why they’re not doing a limit increase:

    https://forums.elderscrollsonline.com/en/discussion/512076/february-2020-furnishing-limit-status-update#latest

    Yeah we all know :) still they should increase it in the big homes.
    @Chaos2088 PC EU Server | AD-PvP
  • XxCaLxX
    XxCaLxX
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    I know you won’t like to hear it, @XxCaLxX, but the actual name of the of the base game feature is “housing” ... not “guild halls”.

    So, you’re not the target player of this feature.

    That said there are plenty of larger homes in the game that can accommodate 5-piece crafting tables. One of my trading guilds uses Moon-Sugar Meadow ... so you might want to check out the layout.

    I didn’t come here to argue with you. I’m just pointing out the facts of anyone that wants an organized guild hall will struggle to fit everything needed. I in fact do use Moon Sugar Meadows now. Though I don’t just simply throw the tables down on the ground and call it a day. I take pride in my guilds and my work so I like for it to look good. Whether I’m the targeted player for this feature or not those 236 attunables, other stations and target dummies were intended for housing. So I don’t see the issue in someone asking for that to be compressed somehow. Many have discussed it and a single table for each craft with a drop down menu for each set seems fairly reasonable.
  • starkerealm
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    XxCaLxX wrote: »
    Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.

    The best solution is to just get another house to use as your personal home, @XxCaLxX.

    Leave the guild hall as your primary so guildies can still access it.

    Long term, it does feel like we're going to need a new solution for crafted sets in guildhalls. Really, we need a new solution for guildhalls in general, but, for the moment, those attuned stations are expanding. Twenty Four new stations every year is stacking up. Even if we're not at risk of running out of slots in the immediate future, that's still a lot of real estate taken up by crafting.
  • Shadowasrial
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    I mean I can’t see another 300 items being that much of a strain on a large home. Assuming you space out your animated and light furnishings
  • trackdemon5512
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    It’s the fact that the server has to recall the placement of every single item when a home is loaded in. Each item has its own physics with lighting and in some cases physicality so players can’t interact with them. Add to that some are interactable and others are dynamic in that they have addition visual effects. And then you have the possibility of 11 additional players running around, interacting, fighting dummies, etc.

    All of this puts a significant strain on a system’s memory. In fact the memory for consoles can be tested before you hit the 700 max in homes. At that point you can no longer place items and major textures will fail to load. If this is done without other players in the home then that too will lead to issues if another player enters a home that is already at its limits.

    Until the base amount of memory for a system is increased you will not see a furniture increase. Until then ZOS has wisely moved onto managing the assets and making them more dynamic without impacting memory loads. This has allowed houseguests and pets/mounts that can now move around a home.
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
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    I think the eso + feature of additional housing items should be removed and everyone should have max slots. It's a disgusting feature in my opinion.
  • VaranisArano
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    Youyouz06 wrote: »
    I think the eso + feature of additional housing items should be removed and everyone should have max slots. It's a disgusting feature in my opinion.

    As someone who doesn't subscribe, its easy enough to decorate my houses during the free ESO+ trial periods. I can't change my mind about items during the interim until the next one, but it works well for decorating houses to the max.

    ...and now I'm not sure if that's an argument for or against keeping it an ESO+ feature.

    I guess I should ask: if ZOS made that a free feature, what Housing benefit would you add to ESO+, knowing that extra slots, changes to the amount of furnishing types and visitors, and a furnishing bag are all off limits according to comments by ZOS?
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
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    Youyouz06 wrote: »
    I think the eso + feature of additional housing items should be removed and everyone should have max slots. It's a disgusting feature in my opinion.

    As someone who doesn't subscribe, its easy enough to decorate my houses during the free ESO+ trial periods. I can't change my mind about items during the interim until the next one, but it works well for decorating houses to the max.

    ...and now I'm not sure if that's an argument for or against keeping it an ESO+ feature.

    I guess I should ask: if ZOS made that a free feature, what Housing benefit would you add to ESO+, knowing that extra slots, changes to the amount of furnishing types and visitors, and a furnishing bag are all off limits according to comments by ZOS?

    Goodies for example : Furntiure plans, materials, leads could be associated to ESO+
    I don't understand how paying money gives you the ability to lift furniture from the ground.
  • starkerealm
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    I mean I can’t see another 300 items being that much of a strain on a large home. Assuming you space out your animated and light furnishings

    From what I understand, the item load is a geometric issue. The more items you add to a house, the more calculations that need to be done with how they relate to each other and the players navigating that space. So, when you add a new item, the performance hit is related to how many other items are in the house already.

    This makes me suspect two things:
    1. Exceeding 1k items causes serious performance issues on the consoles. (I'm counting the collection items, like undaunted trophies, towards the item cap.)
    2. Houses are assigned their caps based on their relative price. This might sound nefarious, but I suspect the larger houses are priced the way they are because they're actually have a larger footprint on the server and its overall performance. If we were looking at local content only, and it was just a performance issue, it would probably be feasible to have 700 cap inn rooms, but because those rooms are extremely common, and cheap, they're limited so their server load is negligible. If someone has a 700 cap house, they've either been quite active in the game for quite some time (meaning they're helping keep the game alive), or they've spent a considerable amount of cash on the house, in addition they're also paying $15 a month for ESO+. So, they get a heftier load on the server because they're paying for it.
  • PrimusNephilim
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    XxCaLxX wrote: »
    XxCaLxX wrote: »
    Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.

    The best solution is to just get another house to use as your personal home, @XxCaLxX.

    Leave the guild hall as your primary so guildies can still access it.

    I don't really want a personal home. Personally I don't see the point in furnishing a house that has no use. Ppl like it and that's fine but the point I was meaning to make is 95% of houses aren't laid out so that can be used as a guild hall. If you want it to look right and organized it needs modification. That along with tables consumes item limit. Cold harbor is a great layout for a guild hall but it gets old. I think they need more like it with different themes.

    Not sure if its still available for purchase at this moment, but have you considered Moon-Sugar Meadow as alternate location for a guildhall? Very little to do in regards to laying out the work stations, mundus stones, etc.
  • zaria
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    It’s the fact that the server has to recall the placement of every single item when a home is loaded in. Each item has its own physics with lighting and in some cases physicality so players can’t interact with them. Add to that some are interactable and others are dynamic in that they have addition visual effects. And then you have the possibility of 11 additional players running around, interacting, fighting dummies, etc.

    All of this puts a significant strain on a system’s memory. In fact the memory for consoles can be tested before you hit the 700 max in homes. At that point you can no longer place items and major textures will fail to load. If this is done without other players in the home then that too will lead to issues if another player enters a home that is already at its limits.

    Until the base amount of memory for a system is increased you will not see a furniture increase. Until then ZOS has wisely moved onto managing the assets and making them more dynamic without impacting memory loads. This has allowed houseguests and pets/mounts that can now move around a home.
    Client has to recall the placement, server just do one database call and send an list to client.
    Server will need to update the base then an item is moved or status changed but this is the same no matter of number of items.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • starkerealm
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    zaria wrote: »
    Server will need to update the base then an item is moved or status changed but this is the same no matter of number of items.

    Except, it's not. The calculations for each item need to take into account the other items in the house. The more items in, the more work the backend needs to deal with.
  • badmojo
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    I would pay crowns for seperate inside and outside limits with a long load screen between them. Essentially they could make the interior and exterior act like two different houses each with a limit of 700 items. That way nobody is having to load more than 700 items at once but it would effectively double our furnishings.
    [DC/NA]
  • Thevampirenight
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    I mean I can’t see another 300 items being that much of a strain on a large home. Assuming you space out your animated and light furnishings

    From what I understand, the item load is a geometric issue. The more items you add to a house, the more calculations that need to be done with how they relate to each other and the players navigating that space. So, when you add a new item, the performance hit is related to how many other items are in the house already.

    This makes me suspect two things:
    1. Exceeding 1k items causes serious performance issues on the consoles. (I'm counting the collection items, like undaunted trophies, towards the item cap.)
    2. Houses are assigned their caps based on their relative price. This might sound nefarious, but I suspect the larger houses are priced the way they are because they're actually have a larger footprint on the server and its overall performance. If we were looking at local content only, and it was just a performance issue, it would probably be feasible to have 700 cap inn rooms, but because those rooms are extremely common, and cheap, they're limited so their server load is negligible. If someone has a 700 cap house, they've either been quite active in the game for quite some time (meaning they're helping keep the game alive), or they've spent a considerable amount of cash on the house, in addition they're also paying $15 a month for ESO+. So, they get a heftier load on the server because they're paying for it.

    inventory space might also count as well I'm guessing. But that is more character wide and thus can be an issue as well there is a reason why they are careful with the inventory space. Now with the sticker book, I can see there being benefits with that. It would allow players to decon a lot of stuff they have it they have it collected now they don't need to keep it in inventory or banks and well it can save up a lot of space I can imagine. If most people that hoarded sets and junk sets even with many characters had that book then what would happen is they can clear most of those out and hopefully maybe it would help the servers and who knows make it possible for an increase.
    PC NA
    Please add Fangs to Vampires.
  • Grianasteri
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    This has been an issue for a long time, not just the over all housing limits, but the limits within that for special items like mounts and guests, are now far too low and it only gets worse with every update.

    You will likely get replies citing the official Zos response to this issue, which like the OP and so many others, I really don't accept as valid. I dont accept the reasoning that everyone has to suffer worse functionality, because some peoples hardware cant cope. Just make the housing availability dependent on hardware capability then surely?

    Sadly whatever anyone may think, it does not seem any increases or adjustments are coming any time soon... but in the mean time of course, here is more, much more, furnishing items and special items that you cant actually fit in your house. Makes perfect sense.
  • zaria
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    zaria wrote: »
    Server will need to update the base then an item is moved or status changed but this is the same no matter of number of items.

    Except, it's not. The calculations for each item need to take into account the other items in the house. The more items in, the more work the backend needs to deal with.
    Why, only player interaction who might be relevant for server is collision detection, this is just for players, spells and perhaps moving npc.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • starkerealm
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    zaria wrote: »
    zaria wrote: »
    Server will need to update the base then an item is moved or status changed but this is the same no matter of number of items.

    Except, it's not. The calculations for each item need to take into account the other items in the house. The more items in, the more work the backend needs to deal with.
    Why, only player interaction who might be relevant for server is collision detection, this is just for players, spells and perhaps moving npc.

    It has to do with the zone physics calculations. I'm honestly not sure why, either.
  • idk
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    XxCaLxX wrote: »
    Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.

    Are you suggesting Zos add a new attunable crafting station that will handle multiple sets so players and guilds have to start the grind to get these new tables and use up fewer spaces in their home?

    Brilliant idea, but do you think most will pony up the money (or time grinding for master writs) to get these tables that will cost several times what the current tables cost?

    Edit: And as Ta2C pointed out, we do not actually have guild halls. I do think Zos needs to add guild halls but again, that would require new purchases.
    Edited by idk on October 26, 2020 1:18PM
  • XxCaLxX
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    idk wrote: »
    XxCaLxX wrote: »
    Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.

    Are you suggesting Zos add a new attunable crafting station that will handle multiple sets so players and guilds have to start the grind to get these new tables and use up fewer spaces in their home?

    Brilliant idea, but do you think most will pony up the money (or time grinding for master writs) to get these tables that will cost several times what the current tables cost?

    Edit: And as Ta2C pointed out, we do not actually have guild halls. I do think Zos needs to add guild halls but again, that would require new purchases.

    No I am not suggesting that. I'm suggesting new crafting stations for each craft that any existing attuned stations or any future attuned stations can be added to them.
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